215 lines
5.9 KiB
C#
215 lines
5.9 KiB
C#
using UnityEngine;
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namespace AibisDream
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{
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/// <summary>
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/// BlockPuzzle网格组件
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/// 实现IBlockPuzzleGrid接口,管理整个游戏网格的状态和操作
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/// </summary>
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public class BlockPuzzleGrid : MonoBehaviour, IBlockPuzzleGrid
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{
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[Header("网格设置")]
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[SerializeField] private int width = 10;
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[SerializeField] private int height = 10;
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[SerializeField] private float cellSize = 1f;
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[SerializeField] private bool initializeOnStart = true;
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private GridCellState[,] _grid;
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private bool _isInitialized = false;
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// IBlockPuzzleGrid 接口实现
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public int Width { get; private set; }
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public int Height { get; private set; }
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public float CellSize { get; private set; }
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public Vector3 Origin { get; private set; }
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private void Start()
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{
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if (initializeOnStart)
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{
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Initialize(width, height, cellSize, transform.position);
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}
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}
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/// <summary>
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/// 初始化网格
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/// </summary>
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public void Initialize(int width, int height, float cellSize, Vector3 origin)
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{
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if (width <= 0 || height <= 0)
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{
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Debug.LogError($"BlockPuzzleGridComponent: 无效的网格尺寸 {width}x{height}");
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return;
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}
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if (cellSize <= 0)
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{
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Debug.LogError($"BlockPuzzleGridComponent: 无效的单元格大小 {cellSize}");
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return;
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}
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this.width = width;
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this.height = height;
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this.cellSize = cellSize;
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Width = width;
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Height = height;
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CellSize = cellSize;
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Origin = origin;
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_grid = new GridCellState[width, height];
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_isInitialized = true;
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Clear();
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}
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/// <summary>
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/// 使用Inspector中的参数初始化网格
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/// </summary>
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public void Initialize()
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{
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Initialize(width, height, cellSize, transform.position);
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}
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/// <summary>
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/// 重新初始化网格(使用新的参数)
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/// </summary>
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public void Reinitialize(int newWidth, int newHeight, float newCellSize)
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{
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Initialize(newWidth, newHeight, newCellSize, transform.position);
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}
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public GridCellState GetCellState(int x, int y)
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{
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if (!_isInitialized)
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{
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Debug.LogWarning("BlockPuzzleGridComponent: 网格未初始化");
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return GridCellState.Empty;
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}
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if (!IsValidPosition(x, y))
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{
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Debug.LogWarning($"BlockPuzzleGridComponent: 尝试访问无效位置 ({x}, {y})");
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return GridCellState.Empty;
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}
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return _grid[x, y];
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}
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public void SetCellState(int x, int y, GridCellState state)
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{
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if (!_isInitialized)
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{
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Debug.LogWarning("BlockPuzzleGridComponent: 网格未初始化");
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return;
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}
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if (!IsValidPosition(x, y))
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{
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Debug.LogWarning($"BlockPuzzleGridComponent: 尝试设置无效位置 ({x}, {y})");
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return;
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}
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_grid[x, y] = state;
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}
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public bool IsValidPosition(int x, int y)
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{
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return _isInitialized && x >= 0 && x < Width && y >= 0 && y < Height;
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}
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public bool IsCellEmpty(int x, int y)
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{
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return IsValidPosition(x, y) && GetCellState(x, y) == GridCellState.Empty;
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}
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public bool WorldToGrid(Vector3 worldPos, out int gridX, out int gridY)
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{
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if (!_isInitialized)
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{
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gridX = 0;
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gridY = 0;
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return false;
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}
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Vector3 localPos = worldPos - Origin;
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gridX = Mathf.FloorToInt(localPos.x / CellSize);
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gridY = Mathf.FloorToInt(localPos.y / CellSize);
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// 检查是否在有效范围内
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if (!IsValidPosition(gridX, gridY))
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{
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return false;
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}
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return true;
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}
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public Vector3 GridToWorld(int gridX, int gridY)
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{
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if (!_isInitialized)
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{
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return transform.position;
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}
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// 返回单元格中心的世界坐标
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float worldX = Origin.x + (gridX + 0.5f) * CellSize;
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float worldY = Origin.y + (gridY + 0.5f) * CellSize;
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return new Vector3(worldX, worldY, Origin.z);
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}
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public void Clear()
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{
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if (!_isInitialized || _grid == null) return;
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for (int x = 0; x < Width; x++)
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{
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for (int y = 0; y < Height; y++)
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{
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_grid[x, y] = GridCellState.Empty;
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}
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}
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}
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public int GetOccupiedCount()
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{
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if (!_isInitialized || _grid == null) return 0;
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int count = 0;
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for (int x = 0; x < Width; x++)
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{
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for (int y = 0; y < Height; y++)
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{
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if (_grid[x, y] == GridCellState.Occupied)
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{
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count++;
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}
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}
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}
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return count;
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}
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public int GetTotalCellCount()
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{
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return Width * Height;
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}
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/// <summary>
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/// 检查网格是否已初始化
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/// </summary>
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public bool IsInitialized()
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{
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return _isInitialized;
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}
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private void OnValidate()
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{
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// 确保参数有效
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width = Mathf.Max(1, width);
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height = Mathf.Max(1, height);
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cellSize = Mathf.Max(0.1f, cellSize);
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}
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}
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}
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